1 using UnityEngine;
2 using
System.Collections;
3
4 namespace
GamePlay
5 {
6     
public class SkillClickListener : InputAdapter
7     {
8         
private bool enabled;
9         
private Sprite enableSprite;
10         
private Sprite disableSprite;
11
12         
private bool accept;
13
14         
public void setDrawables(Sprite enableSprite, Sprite disableSprite)
15         {
16             
this.enableSprite = enableSprite;
17             
this.disableSprite = disableSprite;
18         }
19
20         
public void setEnabled(bool enabled)
21         {
22             
this.enabled = enabled;
23             gameObject.GetComponent<SpriteRenderer>().sprite =
this.enabled ? enableSprite : disableSprite;
24         }
25
26         
public override void OnTouchDown()
27         {
28             
if (InputController.Name != InputNames.GAMESCREEN) return;
29             
base.OnTouchDown();
30             
if (enabled)
31             {
32                 Animal player = gameObject.transform.parent.gameObject.GetComponent<ButtonSkills>().gameScreen.getAnimal(
0).GetComponent<Animal>();
33                 accept = !player.isStanding && !player.IsRevival();
34                 
if (accept)
35                 {
36                     gameObject.GetComponent<SpriteRenderer>().color =
new Color(0.5f, 0.5f, 0.5f, 1);
37                     SoundManager.playSound(
"Sounds/shot");
38                 }
39             }
40         }
41
42         
public override void OnCheckUp()
43         {
44             
if (InputController.Name != InputNames.GAMESCREEN) return;
45             
base.OnCheckUp();
46             
if (enabled && accept)
47                 gameObject.GetComponent<SpriteRenderer>().color =
new Color(1, 1, 1, 1);
48         }
49
50         
public override void OnTouchUp()
51         {
52             
if (InputController.Name != InputNames.GAMESCREEN) return;
53             
base.OnTouchUp();
54             
if (enabled)
55             {
56                 
if (accept)
57                 {
58                     SkillType type = gameObject.GetComponent<SkillRandom>().skillType;
59                     GameScreen gameScreen = gameObject.transform.parent.gameObject.GetComponent<ButtonSkills>().gameScreen;
60                     gameScreen.addSkill(type,
0);
61                     gameScreen.shot(type);
62                 }
63             }
64         }
65     }
66 }



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